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Posts from RTF is a global modification that replaces all towns in the game.

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#4969
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all heroes are packed, the purple lich is no longer Moandor, now he is Clavius (yes, I'm too lazy to come up with names)

biographies are not available yet, but I will create them for at least four heroes

icons may still change; after all, we will have neutral undead, and if there is some kind of Nosferatu, we can create a hero-Nosferatu

and I also have a dream to kill the cultist hero Gustav (the one in the helmet on the icon), but for this, I need to replace the mages with Nagas and come up with a hero specializing in Nagas

in this file, all the heroes are; you can delete the old file RTF_Lich-heroes.pak

I fixed an ugly typo in the description of Stracker's specialty; these units seem to be cursed - first, they were VoStavshie with one S, now it's strazhY....
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#4971
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lol, I really messed up yesterday. Not only did I upload a mod with typos, but I also mixed up the new and old screenshots... well.
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#4972
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UNDEAD UPDATE
https://disk.yandex.ru/d/AF_QlCMrrwfjpQ

I've updated the mod; it should now include town building and heroes.

I've reduced the zombie growth rate from 16 to 11.

The new building scheme turned out to be interesting. Usually, I build liches and dragons late in the game, but now I start with them, and by Tier 4 and Tier 6, I don't have enough ore left. I had few Knights; they spent almost the entire game giving skeletons and zombies a boost so they could move faster.
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#4973
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I decided to rework necromancy. I removed all dark energy indicators and reduced the percentage of units that can be raised. Tomorrow, I will test it and upload it if everything works well. I don't like that I collect 700 skeletons from neutral creatures in the starting area in every game, but when I commit genocide against another player, I can't raise a horde of skeletons because of the dark energy limit.
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#4974
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Yeah, dealing with necromancy turned out to be more complicated than I thought. I placed 4 heroes with different skill levels on the map and put 100 goblins in front of each of them to be slaughtered.

In the unmodified version, heroes resurrected twice as many skeletons as they should have – 40/60/80/100.
In the modified version, complete chaos ensues. I changed the data so that 10-15-20-25 skeletons are resurrected (5% base skill and 5% per level), but the skeletons are resurrected as 16-24-32-40 (i.e., a 1.6x increase).
The last version I made with these values was: 1% base skill, and 3% per tier, resulting in 6-11-16-20 resurrected skeletons. If I set the base resurrection to 0, then 4-9-14-19 will be resurrected.
The same nonsense is happening with the numbers for the Necromancer's staff, the Amulet, and the Death Lord skill.

Well, that's okay. It turns out that Heroes has a system for balancing the resurrection of the dead, meaning that when skeletons are resurrected from Tier 2, the number of creatures resurrected increases by 2 times, Tier 3 – by 3 times, and so on until it hits the ceiling. I wanted to resurrect hordes of skeletons from low-level units, but in the end, I end up resurrecting more from Tier 3... Tomorrow I'll try playing with a resurrection of 6-11-16-20 without dark energy; let's see what happens. If I don't like it, I'll revert everything to how it was and make the resurrection level-based.

Added after 16 hours 34 minutes
It seems I'll have to revert to the system of resurrecting mixed-level units. I don't like that 5 skeletons are resurrected from 50 peasants, but 15 skeletons are resurrected from 36 possessed. This destroys the whole concept of cheerfully slaughtering peasants
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#4975
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https://disk.yandex.ru/d/z2fRTl90HaiokA

new system for raising undead – now, resurrection is level-based; a Tier 7 creature will be raised from a Tier 7 creature, and a Tier 3 creature will be raised from a Tier 3 creature, just like in Frozensoull's mod. However, there's a difference: I removed dark energy and adjusted the interface accordingly. Approximately 5-10-15% are resurrected, plus 5% from bone pillars and 10% from the amulet and the skill from the education branch.

There is, however, some kind of error in raising the dead; I should be resurrecting 20%, but sometimes I raise 10, and sometimes all 35... I didn't expect that.
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#4977
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AstralLein
I think the very first skeletons were better.
Indeed... yes, probably that version was the most enjoyable to play. I didn't notice a significant difference in resurrecting Tier 1 or Tier 4 creatures...

Finally, I found a useful article about necromancy and dark energy points on the English wiki. It turns out I was wrong - the number of skeletons does increase, but it's not multiplied by the level difference; it's multiplied by the ratio of HEALTH, so a bulky Assassin for the first level was resurrected not by 20%, but by 35% of the number, and fewer Death Knights were resurrected from weak witches.

In principle, you can reduce the amount of dark energy at the start and from the necromancer's pillar, and increase the points gained from the level.
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#4978
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If I understand correctly, Zobr, are you already working on balancing the new faction? And who are these undead in terms of lore? Are they predecessors to the undead from Heroes 6 and 7?
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#4979
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Ron54
If I understand correctly, you, Zobr, are already working on balancing the new faction? And who are these undead in terms of lore? Are they predecessors to the undead from Heroes 6-7?
I have my own lore and world, in which:
light gnomes - colonists and traders from another continent who gained independence
knight-cultists - an army of religious fanatics who arrived from the gnomes' continent to restore the ancient human empire
undead - partially, these are priests and mages from the ancient human empire, but mostly they are knight-cultists who fell under the curse of undeath
chaos gnomes - a lost part of the gnome people, perhaps they colonized lands beyond some portal, or perhaps they simply went too deep, made a deal with the demonic lord of the ifrits.
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#4980
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Main mod (only skeletons are raised)

Alternative undead raising table (units are raised by levels)

I'm posting the mod on the forum with a slight delay; the entire archive has been updated.

Fixed:
- the glare on the armor of the Dwarf Engineer
- the flickering on the Lava Dragon texture
- the hit points of projectiles on Dwarves from Might and Magic VII and Chaos Titans (all units need to be checked)
- the Evil Eye's shot; now the beam ends with a flash instead of abruptly stopping

Additional changes:
- the Dark Energy points system has been changed; now there are fewer at the beginning, but more gained per level
- Tier 5 Necropolis units now don't completely disappear after death; a cluster of sparks remains in their place
- Necropolis archers have been rebalanced
- Cultist cavalry has been rebalanced
- the unit stats table has been changed to match the current balance
- Skeletons from the mod are now stationed on Necropolis towers
- the effectiveness limit of the Leader's command has been increased to 60 units (I had reduced it to 20)

I forgot to mention (I'm adding to the list after writing the post; I might remember something else)
- replaced some of the undead music
- the city's fire structures have been changed; now they are not labyrinths, but groves
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#4981
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fktifzobr@mail.ru
Main mod (only skeletons are resurrected in it)

Alternative undead resurrection table (units are resurrected by levels)

I'm uploading the mod to the forum with a slight delay, the entire archive has been updated.

Fixed:
- glare on the armor of the gnome engineer
- flickering on the lava dragon texture
- hit points of projectiles on gnomes from the seventh installment and chaos titans (all units need to be checked)
- the shot of the Cyclops, now the beam ends with a flash instead of abruptly stopping

Additional changes:
- the dark energy points system has been changed, now there are fewer at the beginning, but the increase per level is higher
- Tier 5 Necropolis units now don't completely disappear after death; a cluster of sparks remains in their place
- Necropolis archers have been rebalanced
- Cultist cavalry has been rebalanced
- the unit stats table has been changed to match the current balance
- skeletons from the mod are now stationed on the Necropolis towers
- the effectiveness limit of the leader's command has been increased to 60 units (I had reduced it to 20)

I forgot to mention (I'm adding to the list after writing the post, I might remember something else)
- replaced some of the undead music
- the city's fire elementals have been changed; now they are not labyrinths, but groves
Interesting, so the mod is ready? Compared to your previous RTF, it's much better!
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#4982
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Ron54
Interesting, so the mod is already ready? Compared to your previous RTF, it has become much better!
Not quite ready, just playable. I still need to create models for the Necromancer heroes, replace the emblem, and then I can start working on the Orcs.
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#4983
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fktifzobr@mail.ru
not quite ready, just playable; still need to create models for the Necromancer heroes, replace the emblem, and then I can start working on the Orcs.
Orcs instead of whom?

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